Monthly Archives: November 2012

Hi! My work on Ossuary is wrapping up, and I’m currently in a planning and evaluation mode. It’s a good time to announce my availability for contract and commission work! If you’re interested in hiring me, contact me at gregory.weir@gmail.com.

Writing and Design Contractor

Do you have a digital game in development with fun mechanics but want a story to go along with it? Is your core gameplay solid but you’re struggling to create interesting puzzles, challenges, and situations? Do you just need some help producing enough content to complete your game? You can hire a writer and designer with an established record and experience doing game design, puzzle design, and critically-acclaimed game writing. I’m also experienced in programming and have a decent understanding of visual art, so I can communicate well with the rest of your team.

Bespoke Commissions

Do you want a digital game for a special event, to promote a cause, or on a certain topic? Do you want someone who can provide a strong creative vision? Do you value meaning, narrative, and aesthetic choices instead of the flashiest technology? You can commission a custom game from me. I’m happy to work with you to determine the scope, design, and costs that are appropriate to your requirements.

Mod Commissions

Do you like one of my games? Would you like to see a game a lot like it? I can modify an existing game of mine with new content or replace elements of the game with something of your choosing. I’m not selling my creative soul here; I’m happy to work with you to make a modified version that satisfies my standards. This option is likely to be a lot cheaper than a fully custom commission!

Because of my obligations to my sponsors, some distribution options may be unavailable for certain modifications. At the very least I’ll be able to make a downloadable version of your mod that can be played offline. We’ll discuss pricing based on distribution options and the degree of the changes you want made.

How to Contact Me

If you want to hire me, please e-mail me at gregory.weir@gmail.com. You’re welcome to discuss this post in the comments, but I’d prefer to discuss any actual projects in private!

Welcome to the Academy! This is where the members of the Hemlock Fellowship practice the virtue of Prudence. Prudence is all about knowing enough about the world to properly judge between right and wrong. The Academy is on the cutting edge of understanding morality. Our Academy has proved through research and study that the moral precepts passed down by our forebearers are held up by cold scientific fact! Isn’t that impressive?

Ossuary is in testing. Soon you will become trapped in the place of bones.
Captured with FRAPS. Edited with Blender.

I’m working on a full release of my tabletop roleplaying game LORE, which I released as a beta in 2009. The game will be extensively updated with clarifications, rebalancing, enhancements, and a far-better “conflict” system that provides a unified rule set for combats, debates, and other interesting situations. There’s one problem with the LORE beta that’s more visible than any of these.

The LORE beta is ugly.

I laid it out in OpenOffice.org, which is a word processor, not a document layout application. There’s a standard solution for the terminally technical author who wants to produce beautiful documents: LaTeX, hereafter referred to as “Latex.” Unfortunately, as great as Latex is at providing low-effort, decent layout for things like academic articles, it’s really awkward and frustrating if you need to do the kind of complex page layouts that a roleplaying sourcebook demands.

My alternative? ConTeXt. Or, for my sanity, “Context.” Context is based on TeX like Latex is, but it’s focused more on general purpose typography and page layout than Latex, which mostly tries to keep those concerns out of the user’s way. Despite its frustratingly limited documentation, Context has proved far better-suited to my project. I’ll explain in more detail below.Continue reading ConTeXt: an alternative to LaTeX→

About

Ludus Novus is a podcast and accompanying blog by Gregory Avery-Weir dedicated to interactive art, including interactive fiction, digital games, and roleplaying. Here, I explore how we can take interactive art beyond just empty entertainment.